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Posts
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Hiya BaBs,
I can give you a bit more follow up on the Appearing and Disappearing mobs and steps to repeat. Along with some other related animation (and maybe not animation) related bugs.
Mission Architect #118970
Mission #5
Map - Unique/Outdoor Maps/Graveyard 02
Go counter clockwise around the "war wall" of the map and go to /loc 1142.5 42.0 1537.0 ish and use the target near function to select a mob. Move towards /loc 1338.9 42.0 1537.9 and suddenly out of "nowwhere" a patrol will appear (this patrol is between you and the mob you used target near on). If you stop and back up it will disappear and then reappear again when you move forward (these are all patrol mobs that appear and disappear like this) all while you are still targetted on the mob that you captured with the target near function. It also doesn't matter if the mob that you originally targeted was a patrol or "placed" spawned mob that is guarding one of the objectives.
This also occurs going between /loc 1513.2 42.0 1981.2 ish and /loc 1566.1 42.0 2075.9 ish. There are no objects that "could/should" obscure vision and its 100% repeatable as long as there are mobs within visual range that you can use target near on and a "hidden" patrol between those points.
Also the postions of the hit box location of the destructible "artifacts" in this mission are different for ranged and melee attacks. This is especially noticeable on Dominators and Blasters that have ranged and melee attacks and if you use the target near function.
The hit box location matches the sprite of the object for ranged attacks but is slightly offset for melee attacks and for the target near function. When you are close to the object this makes several interesting "bug" things happen.
If you defeat a mob and press target near your target will jump to the "artifact" rather than to a Mob that is actually nearer.
You can swing your camera back and forth in an almost 180 degree arc if you alternate ranged and melee attacks on the object. When the "artifact" breaks, the sprite changes postions to where the melee hit box is and then falls into pieces. (The subs in the Faultline arcs like the 3rd mission from Jim Tembor "stop Nocture and get the tape" also behave this way.)
2 animation bugs with the BP zombies in this mission (not 100% repeatable it appears to happen only in certain parts of the Zombie attack chain). When my Fire/Fire Dominator casts Flashfires and then follows it up with Fire Cages:
The zombies will complete the animation they started on notification of Flashfires and deal damage (they are all ready stunned at this point but that's not any different than the past) then the little swirly stunned icons appear over their head, after this they will then play another attack animation (these don't deal any damage, play any sounds, or show up in the combat logs) probably the next one in their attack chain and then on rare occasion they will play a third attack that doesn't do any thing.
On a couple of rare occasions with the BP Zombies I've had this happen: After they are stunned with Flashfires or held with Char I moved into melee range. Even though the Zombie is stunned or held it will switch from the ranged weapon to the melee weapon though it won't make an attack.
And finally (this may be a powers bug as well as an animation bug.) The travel speed on the Char projectile seems to be off (ties in perhaps with Luminara's earlier post). My dominator can cast it, it animates and travels, then with only unslotted swift and no other travel power(s) active (not even sprint) I can close to melee range and get hit by a melee attack that the mob begins to animate after getting hit with char but before I'm actually completely in melee range (my follow up melee attack is queued but hasn't started to fire when the mob melee animation begins.)
Edit - almost forgot. Don't know if this is a bug or WAI but if you miss the mob you are targeted on with Breath of Fire only part of the sound file is triggered even if you hit other targets in the cone. If you hit the targeted mob with Breath of Fire the entire sound plays. -
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Quote:Yes, I understand all that. On live I use all tools available, vet attacks, temp powers, respecs, IOs for franken slotting and set bonuses, etc. When beta testing I use only what is available to a player with a brand new account (that includes temps that you can get from missions available in those level ranges. Cryonite Armor and the Idol of Leghebu did more to help me on the Mercedes Sheldon arc than my secondary did) and I use the Standard Enhancements that the game is supposedly still based around.Miladys, the explanation that you're not using vet attacks makes a significant difference. I normally do and make short work of them, I was also thinking minion rather than lieut. Also your assertion that you get hit twice 1/5 of the time is off, you have some def debuff res and you're hit say 37% and 44% ? of the time by the attacks which is between 1 in 6 and 1 in 7 (and of course if you're DM as the one I'm playing atm is, then you're debuffing their to-hit as they debuff your def).
My assertion that you get hit 37% of the time is NOT off.
Base defense value of Deflection and Battle Agility is 11.3%. 3 slotted with +3 TOs (enhancement value of 17.2%) brings this up to 13.2% (this also means that you have no end red slotting).
Battle Agility has defense debuff resistance of 13.8% the above slotting makes it 15.47%.
An even level mob has a 50% chance to hit you. 50 - 13.2 = 36.8% chance of hitting you on the first attack (that's more than 1/3 of the time).
An even level hellion gunner has a defense debuff value of (IIRC) 7.7%. When that first attack hits, your defense is reduced to 13.2 - 7.7*(1 - .1547) = 6.69%, which means his second attack has a 50 - 6.69 = 43.31% chance to hit.
Statistically speaking thats a .368 * .4331 = 15.93% chance each encounter that any hellion gunner is going to hit you with his first 2 attacks. When the second attack lands your defense that started out at 13.2% will be down to 0.19%.
16.67% is 1/6th of the time that means that in 1/6th of all encounters with a single Hellion gunner your defense will be at 0.19% after his second attack and playing this game means that you will run into many more than 6 hellion gunners and get attacked by them twice or more before you outlevel them.
.368 + .368 = 73.6% of the time the first or second attack will hit and leave you with 6.69% defense.
That means that in 73.6% (just under 3/4ths of the time) of all encounters with a Hellion gunner that your defense will be less than 7% by the second attack.
The best that you can possibly have is 13.2% resistance to Lethal (and then only if you 3 slotted Deflection for resistances. It's much more likely that you 3 slotted it for defense instead and will have 11.3% resistance to Lethal) which means that you will be taking 86.8% of the total incoming damage.
Dark/ is not the only scrapper primary that can be paired with shields. Dark/ will give you ~11% to hit debuff against 1 target with Shadow Punch and Smite that means that Dark gets to keep most of it's defense.
Broadsword/ gets Parry which (2 acc, 1 end) will get you an additional 30% defense to melee and lethal (if you keep it double stacked) but you aren't going to be killing that hellion gunner by the time he gets 3 (and more) attacks off by Parrying him to death.
Fire/ and MA/ have no such options available. -
Quote:Yes, it works. Aim+Fulcrum will put you at the damage cap if you have a large enough spawn, Blizzard+catch a breath+Transference will fill your blue bar right back up, Blizzard's -movement speed by itself isn't enough to keep even con bosses in the blizzard for the full duration let alone +4s and mobs scatter when in Blizzard and Ice Storm.I was playing around with a Kin/Ice concept on Mid's and discovered that with Siphon Power x2 + Fulcrum Shift (8 foes) + Blizzard, my defender would be maxing out the dmg on Blizzard which is around 2250 (guesstimate since I don't recall the actual value and can't look it up at work). This is assuming that Mid's is correct and Blizzard is truly buffed by Siphon Power and Fulcrum Shift's +DMG. Can anyone confirm? If yes, then the hasten+siphon speed +recharge could get Blizzard back in 126 seconds (IO slotting only, so this could be improved) which is a very attractive Tier 9 power that could be up for nearly every large farm battle (since they tend to last a couple of minutes excluding those with great dps teams).
I think I'm going to try this build and see if it works in game as I think it does in concept. If anyone already knows the answer regarding Blizzard's dmg being buffed (or not buffed) by the Kin's powers, please reply. Thanks all.
Regarding the original post, I feel ICE has a unique dmg type and therefore would be better, however, I do concede that if you can pick your farms, then you can address the 'resist lethal' challenges /archery must contest.
You'll have to put a dam/slow from a slow set (cheap) or a microfilament (expensive) in Frost Breath, Ice Storm, and Blizzard to achieve 145.5% -run speed to -153.2% respectively and use all 3 powers to get a large enough -run speed to keep +4 bosses in the blizzard for all of it's duration.
Aim>Frost Breath>Transfusion>Fulcrum>Blizzard (detoggles Epic armor)>CaB>Ice Storm>Transfusion>Transference (retoggle Epic armor) is the sequence I have found to work quite well.
You'll need some hefty defense set bonuses to survive the alpha. I've found that it works much better as a defender/tank Duo. -
Quote:While that would solve the problem of Fire/Kins farming solo, it would also mess up controller values while teamed. (ie: no benefits from assault, AM, someone elses FS, etc.). It would also make using damage inspirations pointless except for boosting base damage.What if we set Contained damage to ignore Buffs, but not ignore Enhancements? This would only affect characters with +Dam buffs, and those are exactly the ones whose damage seems to be causing the furor.
The solution there might simply to be to make FS not affect the caster (it would still affect pets however). With the exception of Grant Cover though all group buffs affect the caster.
2 other problems with this solution are that it's a serious nerf to non-controller Kin users like Defenders and Corruptors and (IIRC) FS calls a pet that isn't set up to "know" which target it is affecting so that it won't affect it's "caster." -
What Uberguy said^2.
I have 1 toon that has done nothing but craft common (generic) IOs. I got field crafter and so have all the recipes memorized.
Twice a day (though I've been lazy lately and haven't done it as much) I put in lowball bids on salvage, then craft generic commons, and list them for a 10% markup on my crafting costs+going rate on salvage costs+10% for market fees.
Players that know where and how to bid usually get them within about 10% of my posted rates. Which means that they get an IO for about 75% of what it would have cost them to make it themselves.
They get a IO cheaper than they could have made it for themselves and I still make a profit. I've made 1.5 billion influence on that alone since I9. -
Quote:While that may be true this:Heh. That's funny.
Of course, I should probably mention that the most powerful attack on my SoA currently is Sands of Mu, the most powerful attacks for any of my Masterminds are Nemesis Staff and Sands of Mu, and yeah, the most powerful attack on my Ill/Kin Controller is Sands of Mu. (She's only level 30, though, and has only Blind and Spectral Wounds as attacks, most of her Powers are actually from her Secondary. She's an exclusively team-oriented build. Sands of Mu would slow down Joe Everyman, my main Controller)
I also have a Corruptor that uses a Revolver constantly as a primary attack. I usually buy a new one about every three missions.
Quote:n00b - "That's cool. Defender secondary is blasts for damage right?" -
This is a conversation I had last night in the Atlas Park Wentworths when I sailed in on my FF/dark/dark to pick up some rare salvage to craft a couple purples I had been holding on to. It's purely (well not purely, the numbers are accurate) anecdotal but (I think) sums up the situation.
n00b - "Hey you are a defender but have no heals. How can you even play that way?"
me - (Checks his info, level 50 Stone/Fire/Pyre, no set bonuses, no vet badges) "I'm a Forcefielder and I run Manuvers. If the team stays inside this big bubble (turns it on to demonstrate then back off again so as not to lag low end comp players in WW) when I put the little individual bubbles on everyone they are at the defense soft cap. That means that they only take about 5% of the damage that comes in. It makes everyone on the team a tank."
n00b - "That's cool. Defender secondary is blasts for damage right?"
me - "That's right."
n00b - "Awesome. I might want to make one. Can I ask you a couple more questions?"
me - "Sure."
n00b - "What's your most damaging attack?"
me - "Nemesis staff.(Pull it out to show it) It does a little more than twice the damage that Gloom does after full damage slotting."
n00b - "That's a cool looking wand. You get that in your secondary?"
me - "Nope that's a vet power you get for having your account active for 33 months."
noob - "Ok, um, what's your most damaging AoE attack?"
me - "Sands of Mu. It does 3 times the amount of damage that Nightfall does after full damage slotting. I've got alot of practice in with it on my Dark/Regen Scrapper. I can hit 3 or 4 targets just about every time."
noob - "Wait, what? I thought defenders are all blasts. How did your scrapper get that Mu Power?"
me - "Sands of Mu is a vet Power you get for having your account active for 12 months. It's almost identical to Scrapper Shadow Maul, but Shadow Maul does more damage than Sands."
n00b - "Thanks, I think maybe I'll make a scrapper or a blaster instead then." -
Quote:Welcome to the Market Forums.
There is a real need for review of what is " common" or " rare" and what the cost is of all of it. (Hey this piece you got right!) It is clear that the market is out of whack. (Which is where you make your profits. The more out of whack it is the higher your potential rewards. Still batting 1000. So far so good.) It is also clear that the Architect Entertainment, Email Systems, and PvP rewards systems are designed to benefit gold farmers at the expense of players. I feel like the entire AE, Email, and PvP systems should be reviewed, it is by far the absolute worst part of the game. I hate and dread entering PvP zones every time I have to do it. But maybe that is because I am not a pre-adolescent, acne covered, trash talking, kid getting my PvP IOs and saving up for college on RMT. (Total and Epic failure on the rest so I fixed it for you. [Market section is now in Player help with Inventions so I guess I have to help now.]) -
/Devices
Trip mine - Cut animation time down to 1 sec.
Time Bomb - Cut animation time down to 1 second and allow the caster to set the delay from 4 - 15 additional seconds.
Gun Drone - Cut animation time down to 1 second. Make it a permanent pet that doesn't expire unless destroyed.
ALL SNIPES - Reduce the interrupt to 1 second. -
Level 32. Prior to that you just bubble the team and drop ice patch. When the team wipes you PFF and wait for them to get back from the hospital. Team wipes are good in that case.... It gives you more time to chat since you aren't bothered with renewing bubbles or dropping ice patches.
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Quote:Sonic/Ice is an amazingly good solo combination and also teams well provided you play with good players that understand how to deal with sleeps.Hey,
Looking to reignite the flame of my level 39 Sonic/Ice blaster.
He was pretty fun to play, and wasnt weak!
Just wondering what the actual power is like, vs other sets.
Also I need a build, because I did build him pretty badly!
Thanks,
Aiz
As far as the build goes it depends on what you want to do with the blaster.
What's your plan? Solo exclusively? Team exclusively? So where in the middle? What do you want to focus on with your build? Extra damage? More defense? Maximum recharge? -
It will be hasten, you'll burn up quite a bit more endurance when it's active (because you'll be attacking more often in the same amount of time) and it has a minor crash (10 end IIRC) when it expires.
OWtS increases your end recovery by what amounts to .5 end/sec while it's up (120 seconds) and then crashes and costs you 60 endurance. -
Quote:Bah you're playing it wrong then. Ice/FF is the ultimate lazy man hero. Summon Jack, bubble the team, cast ice patch when it's recharged and spend the rest of the time chatting in global channels.My Ice/FF troller is a far 'worse' soloer than any of my defenders, my plant/thermal is not far behind. (though I know the plant/thermal will 'take off' soon the way I have built for a team focus is at least partly to blame)
If the team wipes you PFF and wait for jack to get done saving the team.
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Bubbles are the same way. 1 is enough if that bubbler used sets to soft cap themselves.
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Quote:A real Villian would just steal a car........He has no travel power, unlike every other super villain.
He will use the funds from this investment (read: flipping) to pay for public transportation, and the weapons cache to conceal his swords from the eye of the possibly suspecting public.
See? Flipping them has roleplaying value, too.
Now, do it. I thought you were a villain? -
Quote:Sure.... my wife and I can communicate real time with out losing anything due to typing, we know each other's play styles to the T and compensate for each other while teaming and my wife is the n00b on the team having just received her 27 month vet rewards and we've teamed frequently during those 27 months.Hey, it just takes practice. Sure, the radius of Shield's powers are not the greatest, but against serious threats, you guys shouldn't be too far apart anyway. In the same way that it takes a little practice to get a scrapper lined up for cones and KB powers, it would probably require a little more work to get the distance between the two scrappers figured out for the harder targets.
Now if you are talking about multiple targets, then it should be noted that the MA primary lacks AoE attacks against multiple targets. Shield Charge does help a little but if multiple targets are dropping you faster than you can drop them, then sticking to smaller but tougher mobs (diff. 5 than 4) might be the better scenaro for that combination.
Not to discount your experience, but I have had a different experience leveling my BS/SD scrapper. One instance was in a Sister Psyche TF where most of the team wiped and the rest trying to fight or run away. The tank got a bad alpha strike and didn't last too logn, but he did enable to rest of bust a move. Most of the team dropped and that left me alone and being told to run. Instead, I decided to hold the fort until the tank got back from the hospital. I was able to hold off most of the Freak bosses for a while, and was able to last until the tank got back to relieve me. For me, Shield Defense didn't feel weak, but tough enough in most general situations. Of course, this doesn't mean that I didn't get dropped many times, but after figuring out what the thresholds were for the toon, then I was able to get better with it.
Again, Shield Defense, like SR, just takes a bit longer to mature than other secondaries because it is a defense-based set. Even by your own words, the set isn't as tough prior to level 35, which is also the same case with Super Reflexes, but after wards it starts to get better.
I'd say that counts as practice and coordination wouldn't you?
Even with the above we weren't able to get the coordination down to survive most of the mid level (25-35) content using just SOs and common IOs especially without wasting a bunch of time making sure we were both on the same target (no the other Rikti communication officer, etc).
Using follow wasn't an option since there is a delay that means that you are farther than 15' apart which is especially deadly on the alpha.
We had more than enough AoE. Alternating Shield Charge on alternate spawns and a pair of Dragon's Tails a couple of times every spawn was a fine amount. The problems were (lack of) range of the buffs, enemy debuffs, and mobs that preferred range.
My wife loves her Tanks, Brutes, and Scrappers. She wouldn't play our shields duo past level 38 and refuses to ever make another. -
Owtch! Shot down (no pun intended) right out of the box by the guy with the big gun known as the "I win button" (in more than one sense)
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Quote:Well that's because pets weren't done with a comic book theme. The devs conferred what should have been the pet role onto low level heroes. "The side kick". The side kick was usually (but not always) under powered especially compared to the hero and could usually be counted on to get into trouble that the hero would have to get them out of.A pet is an interesting idea and it has several pros. Pets add survivability because they get shot instead of the character, they add damage (practically endurance free, usually), and they can receive those buffs the defender cannot use on himself. A pet would definitely confer about the same benefit as increased HPs and damage (and indirectly add some mez protection, as mezzing attacks will go at the pet instead of the defender).
A pet feels wrong. There are already 3 pet ATs in the game, 4 if you include the VEAT with pets. Dark Miasma adds the pet for defenders and corruptors as an option.
When I pick a defender or corruptor, its about personal power. I want to be active, I want to be shooting. I like the concept of these ATs as is and pet wrangling plays differently enough that it does not appeal to me as a solution. When I want to pet wrangle, I play a MM, controller, or dominator. I play a defender to help my team and shoot people in the face, not to buff and control my pet. I also do not want another buff set that encourages buffing an NPC instead of teammates.
Classic examples are Batman and Robin and The Lone Ranger and Tonto, John Steed and Tara King.
Reverse classic examples are The Green Hornet and Kato, John Steed and Cathy Gale/Emma Peel, Maxwell Smart and 99. These are cases where the side kick did the fighting and the hero was a "buffer"
If the pet was a side kick and had been there from the beginning it would "feel right".
Let's also not forget that the defender's blasts are only 1/2 of the ATs power set and are the secondary at that.
The main problem with the Defender AT (aside from the inherent) is that they are intended to be a force multiplier. This isn't a problem with primarily debuffing Defender primaries since the defender gets those benefits along with the team and when solo still gets to use all of their primary powers. It is a problem with the buffing Defender primaries since with no teammates and no pet means that many of their buffs (and along with it much of their power) is gone. -
Quote:List of snappy come backs..... (please choose one)... when was the last time you watched one of your teammates go around a corner and die and you did nothing about it?
1) When was the last time you and I teamed?
2) Last time I teamed with a certain Corruptor that trolls the Forcefield posts in the Defender forums.
3) [Ar/Dev] What and interrupt casting [select one] a) gun drone, b) trip mine, c) time bomb, d) sniper rifle, e) or any other such pitiful powers that the devs have decided are too powerful/non-thematic to exist for players without painfully long, team slowing, interrupt times?
4) [Tankertude] What teammates?
5) [Scrapperlock] Wut? Did U say sumpin?
6) [n00b Blaster] Um, it was me that went around the corner and face planted not you!
7) [Slightly more experienced blaster] Sorry, I was mezzed and the h34l0r didn't CM me.
8) [Fire/Kin] I was too busy herding imps. Besides I think it was because I speed boosted him and his computer and ISP sucks. By the time he realized he was around the corner he was all ready dead. (Note to self respec out of Speed Boost since it no longer helps Imps)
9) [TA/A Defender] Sorry! No healing arrow!
10) [Mother Hen - ie: Forcefielder] I did! I told him to stay in dispersion bubble!
11) I did do something about it! I cast Fall out and Vengance!
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Quote:Ice/Mental is fun. It's also good on the low level TFs. Mine is in the low 30s and still going strong.Anybody have this combo? I've been on a spree making new toons with some of my extra slots, and i'm trying out sets i haven't used much
I have never taken ice past 14, and the highest Mental was 20.
I stopped using those charecters because i found some other concept to try. -
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Quote:My wife and I tried exactly that with a pair of MA/Shield scrappers. While the numbers look good on paper it is in practice extremely hard to stay within 15' of each other at all times and nigh impossible to stay at 8'. (My wife prefers SOs or Common IOs and soloing or duoing with just me so it wasn't hard to get her to consent to the experiment.)And while the numbers don't make Shields as tough with just SOs while soloing, just add two Shield Scrappers together and their survivability jumps up significantly.............
I ran the numbers before we tried that and 2 SO'd only shield scrappers are exactly at the soft cap when within 8' of each other but you must stay within that 8 feet at all times during the fight. That made taking the alpha, using shield charge, and handling range preferring mobs a mitigation problem and when 1/2 of the duo goes down the other follows a few seconds later.